Remove OPEN3DGC and compression references
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@@ -62,11 +62,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "glTF2AssetWriter.h"
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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// Header files, Open3DGC.
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# include <Open3DGC/o3dgcSC3DMCEncoder.h>
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#endif
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using namespace rapidjson;
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using namespace Assimp;
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@@ -573,15 +568,6 @@ void glTF2Exporter::ExportMeshes()
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// because "ComponentType_UNSIGNED_SHORT" used for indices. And it's a maximal type according to glTF specification.
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typedef unsigned short IndicesType;
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// Variables needed for compression. BEGIN.
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// Indices, not pointers - because pointer to buffer is changing while writing to it.
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size_t idx_srcdata_begin;// Index of buffer before writing mesh data. Also, index of begin of coordinates array in buffer.
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size_t idx_srcdata_normal = SIZE_MAX;// Index of begin of normals array in buffer. SIZE_MAX - mean that mesh has no normals.
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std::vector<size_t> idx_srcdata_tc;// Array of indices. Every index point to begin of texture coordinates array in buffer.
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size_t idx_srcdata_ind;// Index of begin of coordinates indices array in buffer.
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bool comp_allow;// Point that data of current mesh can be compressed.
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// Variables needed for compression. END.
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std::string fname = std::string(mFilename);
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std::string bufferIdPrefix = fname.substr(0, fname.rfind(".gltf"));
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std::string bufferId = mAsset->FindUniqueID("", bufferIdPrefix.c_str());
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@@ -614,31 +600,6 @@ void glTF2Exporter::ExportMeshes()
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for (unsigned int idx_mesh = 0; idx_mesh < mScene->mNumMeshes; ++idx_mesh) {
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const aiMesh* aim = mScene->mMeshes[idx_mesh];
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// Check if compressing requested and mesh can be encoded.
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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comp_allow = mProperties->GetPropertyBool("extensions.Open3DGC.use", false);
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#else
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comp_allow = false;
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#endif
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if(comp_allow && (aim->mPrimitiveTypes == aiPrimitiveType_TRIANGLE) && (aim->mNumVertices > 0) && (aim->mNumFaces > 0))
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{
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idx_srcdata_tc.clear();
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idx_srcdata_tc.reserve(AI_MAX_NUMBER_OF_TEXTURECOORDS);
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}
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else
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{
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std::string msg;
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if(aim->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
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msg = "all primitives of the mesh must be a triangles.";
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else
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msg = "mesh must has vertices and faces.";
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DefaultLogger::get()->warn("GLTF: can not use Open3DGC-compression: " + msg);
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comp_allow = false;
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}
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std::string name = aim->mName.C_Str();
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std::string meshId = mAsset->FindUniqueID(name, "mesh");
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@@ -651,15 +612,10 @@ void glTF2Exporter::ExportMeshes()
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p.material = mAsset->materials.Get(aim->mMaterialIndex);
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/******************* Vertices ********************/
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// If compression is used then you need parameters of uncompressed region: begin and size. At this step "begin" is stored.
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if(comp_allow) idx_srcdata_begin = b->byteLength;
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Ref<Accessor> v = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mVertices, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (v) p.attributes.position.push_back(v);
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/******************** Normals ********************/
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if(comp_allow && (aim->mNormals != 0)) idx_srcdata_normal = b->byteLength;// Store index of normals array.
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Ref<Accessor> n = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mNormals, AttribType::VEC3, AttribType::VEC3, ComponentType_FLOAT);
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if (n) p.attributes.normal.push_back(n);
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@@ -675,16 +631,12 @@ void glTF2Exporter::ExportMeshes()
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if (aim->mNumUVComponents[i] > 0) {
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AttribType::Value type = (aim->mNumUVComponents[i] == 2) ? AttribType::VEC2 : AttribType::VEC3;
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if(comp_allow) idx_srcdata_tc.push_back(b->byteLength);// Store index of texture coordinates array.
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Ref<Accessor> tc = ExportData(*mAsset, meshId, b, aim->mNumVertices, aim->mTextureCoords[i], AttribType::VEC3, type, ComponentType_FLOAT, false);
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if (tc) p.attributes.texcoord.push_back(tc);
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}
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}
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/*************** Vertices indices ****************/
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idx_srcdata_ind = b->byteLength;// Store index of indices array.
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if (aim->mNumFaces > 0) {
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std::vector<IndicesType> indices;
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unsigned int nIndicesPerFace = aim->mFaces[0].mNumIndices;
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@@ -713,99 +665,7 @@ void glTF2Exporter::ExportMeshes()
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/*if(aim->HasBones()) {
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ExportSkin(*mAsset, aim, m, b, skinRef, inverseBindMatricesData);
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}*/
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/****************** Compression ******************/
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///TODO: animation: weights, joints.
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if(comp_allow)
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{
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#ifdef ASSIMP_IMPORTER_GLTF_USE_OPEN3DGC
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// Only one type of compression supported at now - Open3DGC.
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//
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o3dgc::BinaryStream bs;
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o3dgc::SC3DMCEncoder<IndicesType> encoder;
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o3dgc::IndexedFaceSet<IndicesType> comp_o3dgc_ifs;
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o3dgc::SC3DMCEncodeParams comp_o3dgc_params;
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//
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// Fill data for encoder.
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//
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// Quantization
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unsigned quant_coord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.POSITION", 12);
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unsigned quant_normal = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.NORMAL", 10);
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unsigned quant_texcoord = mProperties->GetPropertyInteger("extensions.Open3DGC.quantization.TEXCOORD", 10);
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// Prediction
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o3dgc::O3DGCSC3DMCPredictionMode prediction_position = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
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o3dgc::O3DGCSC3DMCPredictionMode prediction_normal = o3dgc::O3DGC_SC3DMC_SURF_NORMALS_PREDICTION;
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o3dgc::O3DGCSC3DMCPredictionMode prediction_texcoord = o3dgc::O3DGC_SC3DMC_PARALLELOGRAM_PREDICTION;
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// IndexedFacesSet: "Crease angle", "solid", "convex" are set to default.
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comp_o3dgc_ifs.SetCCW(true);
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comp_o3dgc_ifs.SetIsTriangularMesh(true);
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comp_o3dgc_ifs.SetNumFloatAttributes(0);
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// Coordinates
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comp_o3dgc_params.SetCoordQuantBits(quant_coord);
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comp_o3dgc_params.SetCoordPredMode(prediction_position);
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comp_o3dgc_ifs.SetNCoord(aim->mNumVertices);
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comp_o3dgc_ifs.SetCoord((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_begin]);
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// Normals
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if(idx_srcdata_normal != SIZE_MAX)
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{
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comp_o3dgc_params.SetNormalQuantBits(quant_normal);
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comp_o3dgc_params.SetNormalPredMode(prediction_normal);
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comp_o3dgc_ifs.SetNNormal(aim->mNumVertices);
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comp_o3dgc_ifs.SetNormal((o3dgc::Real* const)&b->GetPointer()[idx_srcdata_normal]);
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}
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// Texture coordinates
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for(size_t num_tc = 0; num_tc < idx_srcdata_tc.size(); num_tc++)
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{
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size_t num = comp_o3dgc_ifs.GetNumFloatAttributes();
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comp_o3dgc_params.SetFloatAttributeQuantBits(static_cast<unsigned long>(num), quant_texcoord);
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comp_o3dgc_params.SetFloatAttributePredMode(static_cast<unsigned long>(num), prediction_texcoord);
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comp_o3dgc_ifs.SetNFloatAttribute(static_cast<unsigned long>(num), aim->mNumVertices);// number of elements.
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comp_o3dgc_ifs.SetFloatAttributeDim(static_cast<unsigned long>(num), aim->mNumUVComponents[num_tc]);// components per element: aiVector3D => x * float
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comp_o3dgc_ifs.SetFloatAttributeType(static_cast<unsigned long>(num), o3dgc::O3DGC_IFS_FLOAT_ATTRIBUTE_TYPE_TEXCOORD);
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comp_o3dgc_ifs.SetFloatAttribute(static_cast<unsigned long>(num), (o3dgc::Real* const)&b->GetPointer()[idx_srcdata_tc[num_tc]]);
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comp_o3dgc_ifs.SetNumFloatAttributes(static_cast<unsigned long>(num + 1));
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}
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// Coordinates indices
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comp_o3dgc_ifs.SetNCoordIndex(aim->mNumFaces);
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comp_o3dgc_ifs.SetCoordIndex((IndicesType* const)&b->GetPointer()[idx_srcdata_ind]);
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// Prepare to enconding
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comp_o3dgc_params.SetNumFloatAttributes(comp_o3dgc_ifs.GetNumFloatAttributes());
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if(mProperties->GetPropertyBool("extensions.Open3DGC.binary", true))
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comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_BINARY);
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else
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comp_o3dgc_params.SetStreamType(o3dgc::O3DGC_STREAM_TYPE_ASCII);
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comp_o3dgc_ifs.ComputeMinMax(o3dgc::O3DGC_SC3DMC_MAX_ALL_DIMS);
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//
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// Encoding
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//
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encoder.Encode(comp_o3dgc_params, comp_o3dgc_ifs, bs);
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// Replace data in buffer.
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b->ReplaceData(idx_srcdata_begin, b->byteLength - idx_srcdata_begin, bs.GetBuffer(), bs.GetSize());
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//
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// Add information about extension to mesh.
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//
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// Create extension structure.
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Mesh::SCompression_Open3DGC* ext = new Mesh::SCompression_Open3DGC;
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// Fill it.
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ext->Buffer = b->id;
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ext->Offset = idx_srcdata_begin;
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ext->Count = b->byteLength - idx_srcdata_begin;
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ext->Binary = mProperties->GetPropertyBool("extensions.Open3DGC.binary");
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ext->IndicesCount = comp_o3dgc_ifs.GetNCoordIndex() * 3;
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ext->VerticesCount = comp_o3dgc_ifs.GetNCoord();
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// And assign to mesh.
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m->Extension.push_back(ext);
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#endif
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}// if(comp_allow)
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}// for (unsigned int i = 0; i < mScene->mNumMeshes; ++i)
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}
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//----------------------------------------
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// Finish the skin
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